using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;

namespace xna_helicopters
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    /// 
    
    class Player
    {
        public int x, y;
    };

   
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        Player[] players = new Player[32];
        SpriteFont myfont;

        NetworkSession nes;
        String sgracze = "";

        Boolean isServer = false;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
            Components.Add(new GamerServicesComponent(this));
        }
        void drawPlayers() 
        {
            spriteBatch.Begin();
            foreach(Player p in players)
            {   
                if(p != null)
                    spriteBatch.DrawString(myfont, "X : " + p.x + " Y : "+ p.y+" ",new Vector2(p.x,p.y),Color.Black);
            }
            spriteBatch.End();
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            myfont = Content.Load<SpriteFont>("SpriteFont1");

            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            if (isServer)   //SERVER
            {
                if (Gamer.SignedInGamers.Count > 0 && nes == null)
                {
                    nes = NetworkSession.Create(NetworkSessionType.SystemLink, 4, 31);
                    nes.Update();
                }


            }
            else            //KLIENT
            {
                if (Gamer.SignedInGamers.Count > 0 && nes == null)
                {
                    AvailableNetworkSessionCollection ava  = NetworkSession.Find(NetworkSessionType.SystemLink, 3, null);
                    if (ava != null && ava.Count > 0)
                    {
                        nes = NetworkSession.Join(ava[0]);
                        nes.Update();
                    }
                }
                
            }

            

            if (nes != null)
                nes.Update();

            base.Update(gameTime);
        }

        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            DrawMenu();
            
            drawPlayers();
            base.Draw(gameTime);
        }

        public void DrawMenu()
        {
            spriteBatch.Begin();
            if (isServer)
            {
                spriteBatch.DrawString(myfont, "Aplikacja serwerowa", new Vector2(10, 10), Color.Black);
            }
            else
            {
                spriteBatch.DrawString(myfont, "Aplikacja kliencka", new Vector2(10, 10), Color.Black);
            }
            
            sgracze = "";
            if (nes != null)
            {
                foreach (Gamer p in nes.AllGamers)
                    sgracze += p.Gamertag.ToString() + "\n";
                spriteBatch.DrawString(myfont, "Klienci: " + nes.AllGamers.Count + "\n" + sgracze, new Vector2(600, 10), Color.Black);
            }
            spriteBatch.End();
        }
    }
}
